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1.

In the mid 1980s, a cluster of HF professionals described a new paradigm in which technology would be designed for a better fit not just with individual users but also with organizational systems and dynamics. The term 'Macroergonomics' took hold to describe this broadening of perspective. This concept was a manifestation of the holistic design philosophy and values of the user-centred design (UCD) paradigm, but tended to place more emphasis on how technology fit into organizational systems than on either design or on individual use of technology. While the benefits in the quality of work life that were expected to result from paying more attention to how organizations managed technology and technological change were many, the track record has been disappointing. The promotion of a focus on the organizational context of technology did not lead directly to practical application or make companies more humane for either their workers or for external customers. Today, however, with the maturation and broadening application of user-centred design approaches, the time is ripe to apply them to the design of information systems within companies as vigorously as they are being applied to products and systems intended for consumers.  相似文献   

2.
《Ergonomics》2012,55(8):1667-1673
Abstract

When ergonomists contribute to the design of products and services they aim to be user-centred. This paper explores two possible meanings of user-centredness; the ergonomist may use theories and findings about human behaviour to act for the user or may help the user to participate in design. Both approaches are well known in ergonomics and they can point in conflicting directions. This paper examines the rationale for the two approaches and presents the results of a survey, which found that the most successful strategy was to mix the two approaches. It offers a classification to support the identification of the appropriate approach to adopt in different situations. The paper proposes, for example, that ‘design by users’ is the appropriate strategy when significant value judgements have to be taken in a local or bespoke design setting. By contrast a ‘design for users’ approach is appropriate for the design of generic products. An additional approach ‘design for users with users’ is introduced for settings that require knowledge about human characteristics and that need users to make value judgements.  相似文献   

3.
Abstract

The office is a major target for the suppliers of computer systems but it is rather more than the ‘paperwork factory’ of the advertisements. Various items of ‘new’ technology promise all manner of benefits from electronic filing to video conferencing. However, many of the components of the advanced office system are similar to the displays, keyboards, printers, black boxes and wiring of traditional computing and bring with them the same ergonomic problems for the users when they interact with the office environment. Solving these problems involves taking a systems approach to the office. A key concept is the system life cycle and in this paper eight ergonomics inputs relevant to the different stages of office-system design are identified.  相似文献   

4.
ContextIn industrial settings products are developed by more than one organization. Software vendors and suppliers commonly typically maintain their own product lines, which contribute to a larger (multi) product line or software ecosystem. It is unrealistic to assume that the participating organizations will agree on using a specific variability modeling technique—they will rather use different approaches and tools to manage the variability of their systems.ObjectiveWe aim to support product configuration in software ecosystems based on several variability models with different semantics that have been created using different notations.MethodWe present an integrative approach that provides a unified perspective to users configuring products in multi product line environments, regardless of the different modeling methods and tools used internally. We also present a technical infrastructure and a prototype implementation based on web services.ResultsWe show the feasibility of the approach and its implementation by using it with the three most widespread types of variability modeling approaches in the product line community, i.e., feature-based, OVM-style, and decision-oriented modeling. To demonstrate the feasibility and flexibility of our approach, we present an example derived from industrial experience in enterprise resource planning. We further applied the approach to support the configuration of privacy settings in the Android ecosystem based on multiple variability models. We also evaluated the performance of different model enactment strategies used in our approach.ConclusionsTools and techniques allowing stakeholders to handle variability in a uniform manner can considerably foster the initiation and growth of software ecosystems from the perspective of software reuse and configuration.  相似文献   

5.
ContextNowadays, there are sound methods and tools which implement the Model-Driven Development approach (MDD) satisfactorily. However, MDD approaches focus on representing and generating code that represents functionality, behaviour and persistence, putting the interaction, and more specifically the usability, in a second place. If we aim to include usability features in a system developed with a MDD tool, we need to extend manually the generated code.ObjectiveThis paper tackles how to include functional usability features (usability recommendations strongly related to system functionality) in MDD through conceptual primitives.MethodThe approach consists of studying usability guidelines to identify usability properties that can be represented in a conceptual model. Next, these new primitives are the input for a model compiler that generates the code according to the characteristics expressed in them. An empirical study with 66 subjects was conducted to study the effect of including functional usability features regarding end users’ satisfaction and time to complete tasks. Moreover, we have compared the workload of two MDD analysts including usability features by hand in the generated code versus including them through conceptual primitives according to our approach.ResultsResults of the empirical study shows that after including usability features, end users’ satisfaction improves while spent time does not change significantly. This justifies the use of usability features in the software development process. Results of the comparison show that the workload required to adapt the MDD method to support usability features through conceptual primitives is heavy. However, once MDD supports these features, MDD analysts working with primitives are more efficient than MDD analysts implementing these features manually.ConclusionThis approach brings us a step closer to conceptual models where models represent not only functionality, behaviour or persistence, but also usability features.  相似文献   

6.
ContextAlong with expert judgment, analogy-based estimation, and algorithmic methods (such as Function point analysis and COCOMO), Least Squares Regression (LSR) has been one of the most commonly studied software effort estimation methods. However, an effort estimation model using LSR, a single LSR model, is highly affected by the data distribution. Specifically, if the data set is scattered and the data do not sit closely on the single LSR model line (do not closely map to a linear structure) then the model usually shows poor performance. In order to overcome this drawback of the LSR model, a data partitioning-based approach can be considered as one of the solutions to alleviate the effect of data distribution. Even though clustering-based approaches have been introduced, they still have potential problems to provide accurate and stable effort estimates.ObjectiveIn this paper, we propose a new data partitioning-based approach to achieve more accurate and stable effort estimates via LSR. This approach also provides an effort prediction interval that is useful to describe the uncertainty of the estimates.MethodEmpirical experiments are performed to evaluate the performance of the proposed approach by comparing with the basic LSR approach and clustering-based approaches, based on industrial data sets (two subsets of the ISBSG (Release 9) data set and one industrial data set collected from a banking institution).ResultsThe experimental results show that the proposed approach not only improves the accuracy of effort estimation more significantly than that of other approaches, but it also achieves robust and stable results according to the degree of data partitioning.ConclusionCompared with the other considered approaches, the proposed approach shows a superior performance by alleviating the effect of data distribution that is a major practical issue in software effort estimation.  相似文献   

7.
Abstract

This paper outlines the strategies adopted by the psychologists and ergonomists of the HUSAT Research Group to help organizations learn about information technology and systematically review and plan its organizational ramifications. An essential point is that it is not enough to understand the technology; effective implementation demands the ability to establish organizational needs and to choose a form of technology which will meet them.

The paper examines three ways of designing systems. Firstly, a technology-led approach which leads to 'fire fighting' when the negative organizational effects become apparent. A second method has tried to compensate for this by involving users in the design process. Unfortunately by the time the users have come to terms with their new task and are able to make a contribution, the system has usually been designed.

The third method of design expressly seeks to give users the time and opportunity to learn how to contribute to design, by making the design process evolutionary; i.e. by building slowly from small systems to large ones and retaining the flexibility to change. Within this concept user learning and adaptation is promoted by pilot systems, user design exercises, user support and evaluation procedures. It is only by these methods that users can be given the confidence and knowledge to exploit the potential of the new technology.  相似文献   

8.
In the mid 1980s, a cluster of HF professionals described a new paradigm in which technology would be designed for a better fit not just with individual users but also with organizational systems and dynamics. The term 'Macroergonomics' took hold to describe this broadening of perspective. This concept was a manifestation of the holistic design philosophy and values of the user-centred design (UCD) paradigm, but tended to place more emphasis on how technology fit into organizational systems than on either design or on individual use of technology. While the benefits in the quality of work life that were expected to result from paying more attention to how organizations managed technology and technological change were many, the track record has been disappointing. The promotion of a focus on the organizational context of technology did not lead directly to practical application or make companies more humane for either their workers or for external customers. Today, however, with the maturation and broadening application of user-centred design approaches, the time is ripe to apply them to the design of information systems within companies as vigorously as they are being applied to products and systems intended for consumers.  相似文献   

9.
Designers often have difficulty in fulfilling creative conceptual designs of multi-disciplinary systems due to the lack of sufficient multi-disciplinary knowledge. Therefore, this paper proposes a knowledge-based framework for the creative conceptual design of multi-disciplinary systems through reusing and synthesizing known principle solutions in various disciplines together. It comprises a formal constraints-based approach for representing the desired functions, a domain-independent approach for modeling functional knowledge of known principle solutions, and a heterogeneous-object-state-search-based approach for synthesizing known principle solutions together for achieving the desired functions. A design case illustrates that the proposed framework can successfully achieve creative conceptual design of multi-disciplinary systems. A prototype system, called the Intelligent Creative Conceptual Design Platform, is implemented based on this framework.  相似文献   

10.
Knowledge-based systems (KBSs) have been built and practically applied in various contexts for decades. Yet, they still challenge developers by their complexity: Apart from a sound knowledge base they likewise require comprehensive user interface (UI) and interaction design for supporting the task at hand optimally. However, current KBS-Engineering methodologies still mostly focus on knowledge base development, regarding UI/interaction design a more incidental, low priority task. Thus, the UI often is developed in a rather ad hoc manner, thereby neglecting the potential of experimental design and creating reusable solutions. The integration of (rapid) evolutionary prototyping activities with KBS Engineering offers the chance for incorporating UI/interaction design more prominently into the process while at the same time leveraging the overall development task; specifically, we propose Extensible Prototyping as a tailored prototyping approach and we suggest its integration with the Agile Process Model for knowledge-based systems in this paper. For practical support, we further introduce the customized prototyping and knowledge systems engineering tool ProKEt, and we report on practical experiences with applying both the approach and the tool.  相似文献   

11.
ContextState machine diagrams are a powerful means to describe the behavior of reactive systems. Unfortunately, the implementation of state machines is difficult, because state machine concepts, like states, events and transitions, are not directly supported in commonly used programming languages. Most of the implementation approaches known so far have one or more serious drawbacks: they are difficult to understand and maintain, lack in performance, depend on the properties of a specific programming language or do not implement the more advanced state machine features like hierarchy, concurrency or history.ObjectiveThis paper proposes and examines an approach to implement state machines, where both states and events are objects. Because the reaction of the state machine depends on two objects (state and event), a method known as double-dispatch is used to invoke the transition between the states. The aim of this work is to explore this approach in detail.MethodTo prove the usefulness of the proposed approach, an example was implemented with the proposed approach as well as with other commonly known approaches. The implementation strategies are then compared with each other with respect to run-time, code size, maintainability and portability.ResultsThe presented approach executes fast but needs slightly more memory than other approaches. It supports hierarchy, concurrency and history, is human authorable, easy to understand and easy to modify. Because of its pure object-oriented nature depending only on inheritance and late binding, it is extensible and can be implemented with a wide variety of programming languages.ConclusionThe results show that the presented approach is a useful way to implement state machines, even on small micro-controllers.  相似文献   

12.
《Ergonomics》2012,55(11):1753-1786
Abstract

In this paper we report an empirical study of the cognitive processes of semi-expert electronics engineers pursuing real-world design projects. Extensive diary and interview data were analysed so as to reveal the organization of on-going design activity and the goals that were motivating behaviour. Our analyses indicated that subjects were implementing a highly systematic design strategy which deviated only a small amount (12%) from a top-down, depth-first procedure. Some of this deviation could be accounted for by social demands impinging on the individual designer, and whilst there was also evidence of ‘opportunistic’ deviation from a structured design approach, this did not appear to be a significant feature of our subjects' behaviour. We present a model of the design process as a set of production rules which describe an abstract ‘design schema’ for electronic engineering. This design schema embodies processes which control and co-ordinate problem-understanding and problem-structuring activity as well as the essentially top-down, depth-first pursuit of design solutions. The schema also allows for flexibility in the design process, permitting subjects to cope with contingencies arising through social influences and performance breakdowns. A further aspect of the design schema is that it encapsulates a ‘satisficing’ procedure which reflects a principle that dominated our engineers' solution-search and evaluation activity—they characteristically focused exclusively on initial, satisfactory (but usually sub-optimal) solution concepts rather than comparing alternatives with the aim of optimizing choices. We conclude our discussion by recommending facilities that we feel computer-based design aids should offer users if they are to be genuinely useful adjuncts to design activity.  相似文献   

13.
Over the past 10 years, the use of sociological methods and sociological reasoning have become more prominent in the analysis and design of interactive systems. For a variety of reasons, one form of sociological inquiry—ethnomethodology—has become something of a favored approach. Our goal in this article is to investigate the consequences of approaching system design from the ethnomethodological perspective. In particular, we are concerned with how ethnomethodology can take a foundational place in the very notion of system design, rather than simply being employed as a resource in aspects of the process, such as requirements elicitation and specification. We begin by outlining the basic elements of ethnomethodology and discussing the place that it has come to occupy in computer-supported cooperative work and, increasingly, in human-computer interaction. We discuss current approaches to the use of ethnomethodology in systems design, and we point to the contrast between the use of ethnomethodology for critique and for design. Currently, understandings of how to use ethnomethodology as a primary aspect of system design are lacking. We outline a new approach and present an extended example of its use. This approach takes as its starting point a relationship between ethnomethodology and system design that is a foundational, theoretical matter rather than simply one of design practice and process. From this foundation, we believe, emerges a new model of interaction with computer systems, which is based on ethnomethodological perspectives on everyday human social action.  相似文献   

14.
Although creativity is studied from philosophy to cognitive robotics, a definition has proven elusive. We argue for emphasizing the creative process (the cognition of the creative agent), rather than the creative product (the artifact or behavior). Owing to developments in experimental psychology, the process approach has become an increasingly attractive way of characterizing creative problem solving. In particular, the phenomenon of insight, in which an individual arrives at a solution through a sudden change in perspective, is a crucial component of the process of creativity.These developments resonate with advances in machine learning, in particular hierarchical and modular approaches, as the field of artificial intelligence aims for general solutions to problems that typically rely on creativity in humans or other animals. We draw a parallel between the properties of insight according to psychology and the properties of Hierarchical Reinforcement Learning (HRL) systems for embodied agents. Using the Creative Systems Framework developed by Wiggins and Ritchie, we analyze both insight and HRL, establishing that they are creative in similar ways. We highlight the key challenges to be met in order to call an artificial system “insightful”.  相似文献   

15.

User participation in the design process may be an axiom of quality design but in the design of interactive, innovative computer systems, user participation may be neither feasible nor desirable. Here, user centred methodologies miss the point. If computers are a medium rather than a tool, then we need a new design paradigm that recognizes the difference between using a product and experiencing a show. In this paper the role of users in interactive systems design within the context of Multimedia product development is discussed. The main features of Multimedia product development are outlined through reference to an empirical study of two organizations and the role of users in the design process is discussed. Finally a different design paradigm is suggested.  相似文献   

16.
This article provides an introduction to the usage of software engineering approaches and tools for the design of user experience (UE). This approach was developed for three main reasons: (a) to provide UE design teams a rigorous, methodical, encompassing method that can be applied throughout the entire product development cycle; (b) to provide designers a way to work with abstract concepts to establish the conceptual design of the system before progressing to the realization of the design to the appropriate platform; and (c) to communicate the intended design to the implementation team in a manner that is concise, complete, and familiar. The approach is the application of Unified Modeling Language concepts to describe users and the UE design rather than the technical architecture. It is believed that designing the UE design separately from the technical architecture will help ensure teams deliver a usable and delightful UE. The methods in this article have been applied to a handful of real-world projects in the last year and a half. Thus far, the application of software engineering approaches and tools have been found to be very powerful aids that have enabled the creation of highly useful Web experiences as well as software applications.

Our intent is to address the full gamut of issues involved in creating a total user experience (UE)-from discovery of users needs through high-level and low-level design, ensuring fidelity during development, and deployment, with a full assessment of how well the design meets users' needs. We believe that through a concerted use of such a rigorous approach we can greatly improve not only the UE of products we create, but also the experience of designing and developing them. We are not the only team taking this direction in UE design. It has become clear to many in our field that a more rigorous, thorough, and accurate approach to UE design is not only possible-it is necessary, for many of the same reasons that software engineers long ago embraced such practices. As we are evolving our approaches in other phases, this article focuses on the discovery and design phase activities.  相似文献   

17.
A variety of content-based image retrieval systems exist which enable users to perform image retrieval based on colour content—i.e., colour-based image retrieval. For the production of media for use in television and film, colour-based image retrieval is useful for retrieving specifically coloured animations, graphics or videos from large databases (by comparing user queries to the colour content of extracted key frames). It is also useful to graphic artists creating realistic computer-generated imagery (CGI). Unfortunately, current methods for evaluating colour-based image retrieval systems have 2 major drawbacks. Firstly, the relevance of images retrieved during the task cannot be measured reliably. Secondly, existing methods do not account for the creative design activity known as reflection-in-action. Consequently, the development and application of novel and potentially more effective colour-based image retrieval approaches, better supporting the large number of users creating media for use in television and film productions, is not possible as their efficacy cannot be reliably measured and compared to existing technologies. As a solution to the problem, this paper introduces the Mosaic Test. The Mosaic Test is a user-based evaluation approach in which participants complete an image mosaic of a predetermined target image, using the colour-based image retrieval system that is being evaluated. In this paper, we introduce the Mosaic Test and report on a user evaluation. The findings of the study reveal that the Mosaic Test overcomes the 2 major drawbacks associated with existing evaluation methods and does not require expert participants.  相似文献   

18.
Siv Friis 《AI & Society》1995,9(2-3):193-207
Prototyping is not a new approach to computer-based information system development. It is just one technique among many used in system design. What might be new is for what purpose prototyping is used. The purpose could be to achieve a more user controlled system development and to give the future users a tool that will enable them to fully participate in not only the work with requirements specifications, but also in the actual systems design and organisational change. This paper describes a working model of an approach-the PROTEVS model-in which it is recommended that the future system users design their own prototype systems. The prototypes may act as both requirements specifications and solutions for actual change. This alternative approach aims to offer a basis for new ways of action for future users as participants in the design, evaluation, and change of a workplace. A suitable environment for the approach to act within is also described—a local design shop.  相似文献   

19.
This paper discusses how research with practitioners can help reconcile the top‐down requirements of headquarters with the bottom‐up local needs in the context of global information systems. Based on a 12‐month canonical action research project that took place at the Chinese branches of a French multinational corporation, our research revealed and addressed workarounds that the Chinese users of a company‐wide global enterprise resource planning system had put in place that were not expected nor desired by company headquarters. From the local users' point of view, they were necessary to deal with Chinese legislation and cultural practices, but from the French headquarters' point of view, they meant that many of the potential gains of global standards were lost. Activity theory was used as a focal theory to analyse each of these workarounds and business process management as an instrumental theory to design solutions to the workarounds. We describe in detail how we used canonical action research to successfully deal with exemplars of each of the three types of workaround identified (data adjustments, process adjustments and parallel‐system adjustments). Unusually, the research relates to post‐implementation change rather than to that looking at change occurring before and during implementation. We argue that canonical action research and the particular combination of activity theory and business process management are appropriate for dealing with workarounds and this has not been demonstrated previously. Further, our research – deemed successful by managers, users and researchers alike – took place in China where previous literature suggests only limited success with such global systems.  相似文献   

20.

This paper lends weight to the argument that user-centred design is important in design and development of software systems by describing the case of decision support systems for crop production. Decision support systems (DSS) are increasingly being seen as useful mechanisms for the transfer of scientific knowledge and 'best practice'; particularly in the field of agriculture. Although many systems have been developed, few can be termed 'successful' (i.e. have a significant uptake by intended users, and used by them). This paper provides evidence to support the importance of a user-centred approach by showing that each issue considered to be relevant to the failure of DSS in crop production can be addressed by the appropriate inclusion of users in the design and development process. Positive evidence in the shape of successful systems that have employed UCD is also presented.  相似文献   

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